After a long, unplanned, summer break this release supplies you withseveral additional modsets - much thanks to Jedra. In addition you findthe random mode version for all recently released community worlds.

Please read the changelog below for details.

Note: The files with the AI tag have the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

Another big update with many additions, updates and fixes.Please read the changelog below for details.

Make sure to read about the remapping of the actions of the F keys.Also take note in the reworked notes section. There is more to come.The plan is to provide all details in a sort of ingame help section.Finally users of the random mode you look into the new way of massmoving zones in the briefing phase, in addition to the existing abilityto move single zones to adjust the layout.

Note: The files with the AI tag have the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

The smaller update mainly adds the ability for the admin to adjust the zone positions in the briefing phase when playing the random mode.You can now easily adapt the zone positions before starting to play,if you are unhappy with the randomly generated result.

After one non promoted release a few weeks ago, this updated turns out quite large again.

Most importantly you will modsets for AAW, I44 and VME PLA (needs the soon-to-be-released MOD update) as well as a couple new worlds supported in the random mode: DBO Deluxe Terrain, ElephantIsland, I44 Omaha and Qom.

Finally more options for the random mode and various AI improvements and fixes.

From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

I am looking for people interested to submit new modsets for community mods,like ACE2, FDF and others. It is an easy job - you only need to define the unitclass and its equipment: west side or east side.

2011-05-11 changelog

Added: AAW modsets.

Added: I44 modsets.

Added: VME PLA modsets.

Added: Make AI medic type units heal other friendly AI nearby.

Added: parameter to show AI kills.

Added: Make it possible to select the number of zones in the random mode.

Added: parameter to limit the total amount of random vehicles.

Added: parameter to set the zone size in random mode.

Added: quickstart action to randomly generated planes.

Changed: Add random mode version for DBO Deluxe Terrain.

Changed: Add random mode version for ElephantIsland.

Changed: Add random mode version for I44 Omaha.

Changed: Add random mode version for Qom.

Changed: Change intro text to show only the mission daytime.

Changed: Hide vehicle summary in the notes section when random vehicles set are active for the player side.

Changed: Improve system to determine vehicle type.

Changed: Make AA/AT AI classes not use combat vehicles.

Changed: Make AI choppers not spawn directly at the flag in X Ray.

Changed: Make AI dead bodies stay until they respawn or get revived

Changed: Make AI to react on the event of a zone getting decapped to zero.

Changed: Make sure the complete zone area is not in water in the random mode.

Changed: Make vehicleRespawn script use set/getVar and one loop to check all.

Changed: Reduce smoke grenade use of AI on hit.

Changed: Remove obsolete reload anim over network system.

Fixed: TerrainGrid and viewdistance not reset, if you die inside a plane.

Fixed: AI selection of AA/AT classes does not handle random vehicles.

Fixed: Vehicle features are not getting initialized for dynamically created vehicles.

Fixed: At mission start defenders do not spawn in the first zone they control, if more than one zone is contested.

The optional AI mode can be used for enjoyment while waiting for the serverto fill or as training. See the details in the features section of the wiki.

Quick update to amend improvements to the random mode, like the U and zigzagpattern, or random vehicle sets. You may also want to try the CSLA modset orthe random mode for Vostok and its winter version by Old Bear.

From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

I am looking for people interested to submit new modsets for community mods,like ACE2, FDF and others. It is an easy job - you only need to define the unitclass and its equipment: west side or east side.

2011-04-05 changelog

Added: parameter to use the random vehicle set also for players on any or both sides.

Added: make it possible to set the vehicles types available for AI and their amount as parameters.

This update adds the new random mode. This will create dynamically a differentmission area on each run. It is mainly to easily test community worlds with AnS.The pack contains 59 worlds to choose from!

The picture shows the search for suitable locations visible in the debug mode:

From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

I am looking for people interested to submit new modsets for community mods,like ACE2, FDF and others. It is an easy job - you only need to define the unitclass and its equipment: west side or east side.

2011-04-01 changelog

Added: random mission mode.

Changed: Make the X Ray crate generated by script directly at the flag position.

Changed: Automatically create a fire in X-Ray for night missions when the player side has no nightvision googles.

Fixed: Float values do not work for mission parameter values.

The optional AI mode can be used for enjoyment while waiting for the serverto fill or as training. See the details in the features section of the wiki.

This smaller update makes AI again more player like along with some fixes for recent additions.

From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

I am looking for people interested to submit new modsets for community mods,like ACE2, FDF and others. It is an easy job - you only need to define the unitclass and its equipment: west side or east side.

2011-03-23 changelog

Added: Make AI medic type units heal players nearby.

Added: Make AI to respawn at a closer zone when too far away.

Changed: Give the east AT Specialist the MetisLauncher instead of the M47Launcher.

Changed: Make AI vehicles have no commander to have the gunner act quicker.

Changed: Make AI only use AA/AT classes when there are air / landvehicles as a threat.

Changed: Make AI units flank not too far if already close to the target.

Changed: Make the AI position counter reset also on AI weapon use.

Changed: Make AI in motorbikes/jeeps eject and move on as infantry when entering a zone.

Fixed: Revive is buggy when being in the observer mode.

Fixed: After a while AI vehicles fall from the sky in X Ray.

Fixed: After a while AI no longer uses limited classes.

Fixed: Equipment pics not visible after respawn.

Fixed: Unarmed vehicle handling is broken after a minute.

Fixed: AI zone protection is off in match mode.

The optional AI mode can be used for enjoyment while waiting for the serverto fill or as training. See the details in the features section of the wiki.